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Messages - Mike

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61
That's how it's supposed to work..

62
Fix Pending / Re: typo/spelling
« on: February 05, 2024, 02:22:35 pm »
Fixed next update, thanks. It's not specific to that achievement.

63
Spawn protection is two-sided. Players are protected from receiving damage, but also prevented from dealing it.

If I were to simply deactivate both of these, people would be able to shoot another player and immediately start damaging them without them being able to even react.
So you're saying only the protection should be disabled, but not the prevention?

So basically if someone enters an interior and immediately shoots someone, they still can't do any damage, but people could damage them? But then people will complain it's unfair that player A can do damage to player B but not vice-versa...

64
Rejected Suggestions / Re: Private Decathlon Event (without rewards)
« on: February 05, 2024, 10:36:13 am »
Not really feasible to implement this.

65
Updates and Changelogs / 2.0.1
« on: February 04, 2024, 06:58:52 pm »

Version 2.0.1


- Added player stats for Roulette and Wheel of Fortune.
- The ability to view stats for another player has been added.




- All cash values displayed throughout the entire MCNR script now have thousand-separators (e.g. $1,234,567 instead of $1234567), which makes it easier to read values.
- Vehicles can now be reversed into storage garages.
- You can now change the property at which you spawn, without changing spawn type and changing back again.
- 'Now on duty as a X' message now shows rank.
- /pv will no longer show vehicle menu if vehicle could not be requested due to 'work in progress'.
- Dealership vehicle menu is now ordered alphabetically.
  - Order can be changed to order by price via /settings > Display (or use '/set dealership_sort').
- Cash robbed from a player then dropped by the assailant, when collected by a cop, will now be returned to the victim.
  - Cash will only be returned to the most recently robbed player.
  - The officer will receive a small monetary reward if the amount was over $100, and they will gain some XP/score.




- Supply drops containing health can no longer be picked up if you've been damaged in the seconds prior.
- Supply drop health restoration is now gradual instead of instant.
- Stolen vehicles can now be stored into a garage up to a value of $100k (was $25k).
- Player weapon skill will no longer increase when shooting vehicles being driven by NPCs.
- Medics now have a higher chance of revival/CPR success.
   - It is still dependant on the CPR skill level (/skills) but medics can now achieve up to 98% success versus cops 95%.
- Players can no longer call for help immediately once downed. They must wait 10 seconds.
  - This is to reduce spam, especially for medics, who receive constant alerts of players in need of help yet they die 2 seconds later.
- Level requirement for cop changed back to 50 from 10.
- Level requirement for medic/fire changed back to 20 from 10.
- Vehicle recovery prices have been reduced to 20% of what they were.




- Fixed 'DEA Briefcase' event showing 'Mafia Money Bag' in some messages.
- Fixed Paperboy mission newspaper throw animation freezing.
- Fixed an issue where you could purchase melee weapons you already have.
- Fixed public service workers being able to claim a player's bounty by attacking them and then the bounty player leaves the server.
- Fixed vehicle management menu (/v) showing incorrect vehicle/tire health for active vehicle.
- Fixed cash reduction HUD text not showing if 'thousand separators' setting enabled.
- Fixed multiple players able to refuel a vehicle at the same time.
- Fixed players not being properly removed from staff events when leaving the server.
- Fixed missing action log for paying bail.
- Fixed issue with GPS not automatically recalculating an active route periodically.
- Fixed players respawning with 2hp after accepting death when downed.
- Fixed missing ATMs in police department receptions.
- Fixed helitours mission checkpoint not being cleared after mission in some rare instances.
- Fixed /playdead ('animation not found').
- Fixed player vehicles not being removed from account when replaced by a new vehicle.
  This lead to multiple vehicles being stored in a single garage, yet only one was accessible.
- Fixed an issue with the personal vehicle spawn algorithm that sometimes resulted in vehicles spawning inside buildings/walls.
- Fixed an inaccessible patient location at LV gym for the medic CPR job event.
- Area 69 guards will no longer attack truckers that have cargo to collect/deliver.
- Fixed incorrect payout for trucking Special Cargo.



Thanks for reading, we hope you enjoy this update! Huge thanks as always to the testers and rest of the staff team which help keep MCNR running. Have fun everyone!



Revision 1
- Fix database query errors relating to bounties and reports.

Revision 2
- Fix database query error relating to player crime history.
- Adds internal debugging for further database query issues.

Revision 3
- Fixed an issue with logging player crime history.

Revision 4
- Fixed a database query error that stopped players from properly removing friends from their friends list.
- Fixed a number formatting issue in an achievement popup where reward cash should have been.
- Fixed a server hang when going on duty as a job with no rank titles.

Revision 5
- Fixed issues with confiscated weapons (evidence locker) not being updated properly.

Revision 6
- Fixed /inbox not opening inbox.

Revision 7
- Fixed debug log spam.

Revision 8
- Fixed debug log spam.

66
Invalid Bugs / Re: bug
« on: February 04, 2024, 10:40:59 am »
What a descriptive title.

Can you please imagine if every single topic in this forum was titled 'bug'? How would anyone have any idea what each topic is without opening each one?

There's a reason you set a title.

This issue is already reported/known/logged.

67
Fixed Bugs / Re: Anti+C system reacts to non+C shooting
« on: February 03, 2024, 08:41:54 pm »
I have tweaked the detection thresholds on the public server. The changes will take effect next restart.

68
Fix Pending / Re: car spawns inside of the interior
« on: February 03, 2024, 07:51:06 pm »
I have tweaked the algorithm that determines if there's an obstruction beside a vehicle spawnpoint. It has fixed the issue at this location and likely a bunch of others.



Fixed in the next update, thanks.

69
Fix Pending / Re: Vehicles lost because of garage bug!
« on: February 03, 2024, 07:32:27 pm »
So properties have an ID in the database, but when they are loaded into the server they get a 'local index' ID on the server.

For example, properties in the database might be ID 1, 2, 5, 9 but in-game those will be in index 0, 1, 2, 3. When replacing vehicles, I was using the local IDs to delete vehicles from the database, but should have been using the database IDs.

I don't know if that's what caused this issue though. But it was _an_ issue that's fixed nonetheless. I will leave this issue open for a while in case it happens again.

70
Fix Pending / Re: Vehicles lost because of garage bug!
« on: February 03, 2024, 05:26:36 pm »
Ok so after a restart everything looks ok:


I'll look into the cause. Thanks.

71
Rejected Suggestions / Re: Groups Update
« on: February 03, 2024, 04:12:12 pm »
Being able to self invite yourself into a group (leader must accept it but he should be able stop the auto-invites if needed)
If you're friends with the group leader and they haven't disabled the setting, you can join their group without being invited.

Groups in their current form are not technically what you might think. A group isn't 'created'. Players simply set themselves as 'I am a group leader' and players can become part of that player's imaginary 'group'. The 'group ID' is just the owner's player ID. There is no data stored related to the group itself, it's stored against the leader's player ID. In fact, this is problematic, because if you change a 'group' setting such as /grff then transfer the group to another player (/grown) it won't transfer the settings.

I added this 'group' system as an interim crew system to allow for group chat and a friendly fire setting. It was never meant to be a replacement for the crew system.

I do want to add the proper crew system one day (I've put too much work into it not to..), however I have a technical predicament related to it. It's not something I've figured out a solution to yet.

I don't want to spend time and effort turning the chatgroup system into more of a halfway house towards the crew system. I don't even know if I'll have both systems side by side. If I do, you'll either be able to be in a crew or a group, but groups will be limited functionally.

The dilemma I've yet to solve with the crew system is that I want the server to control the prefixing of crew tags to player names. That means your account name will be e.g. 'Mike' but if you're in the [MCNR] crew, the server will add the [MCNR] tag to your name when you join. Or you can join with it already on, no difference.

The issue comes with existing accounts - what if 'Mike' and '[MCNR]Mike' both exist as player accounts? Which one becomes 'Mike'? Makes most sense that the 'Mike' one does, but what do we do about the '[MCNR]Mike' account? My intention is that joining with a crew tag will just make you sign into the tag-less account. For example if I join with '[MCNR]Mike' I'll just be logging into 'Mike'.

I guess if I join as '[MCNR]Mike' and 'Mike' exists, I'll have to tell them they either need to sign into 'Mike' or change their account name... I just need to work out the details. I don't want to run the risk of alienating people from their accounts, or confusing the register/login process.

I'm also slightly aprehensive about pushing crews to be more of an 'official' thing, as some argue it will have a negative impact on other players, especially solo players or those in small crews. But I guess having the crew system isn't _really_ going to make more people play in a crew.. if they already play as a crew they already use groups or whatever.

So yeah, there's my brain dump for anyone that asks about crews for the next 50 years.
I want to do it, but I'm worried about its implementation and impact.

I'll move this to rejected for now as none of these ideas are new to me.

72
Fix Pending / Re: Vehicles lost because of garage bug!
« on: February 03, 2024, 02:11:41 pm »
Ok after some brief testing (I joined the server as you), it looks like the left garage at one of your properties is bugged. Everything stored in the database looks fine. I copied your account/property/vehicle onto my dev server and the garage was empty, as expected.

I'm wondering if the vehicle was somehow removed from your garage but the server didn't mark the garage as empty after this.
Did you sell/remove/move the vehicle that was in garage #1 at your Mulholland property?

I will give the server a restart to see if it fixes it. If it does, the issue seems to be caused when a vehicle is removed. I'll then be able to focus testing on that.

73
Fix Pending / Re: Vehicles lost because of garage bug!
« on: February 03, 2024, 01:51:12 pm »
It would be mightly helpful to know your in-game name to look at your account data....

74
Updates and Changelogs / Re: Configuration changelog
« on: February 03, 2024, 11:42:20 am »
GPS road path data has been tweaked around LS bank to allow a more direct route to be calculated, rather than looping around the block.

Before:


After:


This will take effect on next server restart, no script update required.

75
Rejected Suggestions / Re: Request a specific weapon drop
« on: February 02, 2024, 03:52:30 pm »
https://mikescnr.com/forum/index.php/topic,18052.msg85478.html#msg85478

I don’t even remember rejecting that.

People rely on supply drops too much. They are not supposed to be used as a more convenient way to get weapons and ammo. They are meant to be used in an emergency when you are under attack.

I’m not fully against implementing something along these lines one day, but not at the moment.

76
General / Re: Why we record gameplay? Useless requirement to play for fun
« on: February 02, 2024, 01:16:04 pm »
Players are not required to provide evidence to prove their innocence. It’s the other way around. Staff must provide evidence to show a player is guilty.

77
Known issues / Re: bug briefcase
« on: February 02, 2024, 01:12:02 pm »
This is a very old bug that I have battled with and never found the root cause of. I know what causes it, but I don’t know what leads to it.

78
Fix Pending / Re: Vehicles lost because of garage bug!
« on: February 02, 2024, 01:11:10 pm »
Did you try re-logging?

79
Rejected Suggestions / Re: Better spots (but illegal) for fishing
« on: February 02, 2024, 01:09:12 pm »
I don’t really understand the details of the implementation of this. Why would you catch better fish in restricted areas, that makes no sense. What does make sense is something that Karbz suggested which is to make it so you catch bigger fish in deeper water.

80
Rejected Suggestions / Re: Remove two stars
« on: February 02, 2024, 01:07:27 pm »
Fishing is probably the lowest risk activity you can do. Having this very rare event makes it a bit more interesting.

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